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Old 06-08-2021, 02:20 PM   #9
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Further Discussion on Stun Grenades

Quote:
Originally Posted by EskrimadorNC View Post
FWIW, I wasn't complaining about the mechanical potency, just that it normally will take a $hit-ton of rolls for a HT 10 person to succeed on a HT-5 roll.

For $hits and giggles, I just did some test rolls for 4 HT 10 NPCs.

Here's how many rolls/seconds it took for them to recover from the standard Stun Grenade in High Tech:

1st NPC: 15 rolls/seconds
2nd NPC: 21 rolls/seconds
3rd NPC: 48 rolls/seconds
4th NPC: 07 rolls/seconds
For what it's worth, things like this that have a 'roll every turn' (or minute, or whatever) save effectively have a half-life. For a roll of 5- such as this grenade gives a HT10 character the half-life it's about 14s.

Against HT11 (or HT10+Fit) it's about 7 seconds/turns. So if you assume HT11/HT10+Fit for a trained and active frontline combatant, you get your 'about six seconds'.

Against HT12, the half-life of the stun is about 4s.

Of course, because it's a half-life effect, there's a long tail (and of course a lucky character can snap out of it immediately, or just not be affected in the first place).

Also, bear in mind that this is against enemies that are not prepared for an attack - if they were they'd have one of both of hearing protection and flash protection, and would thus be far less likely to be affected.
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